Steel Division 2 - Beta

Steel Division 2 - Beta

QUESTION: How is Tank Armor Simulated?
In Steel Division 2, I'm curious about how Eugen developers have implemented tank-vs-tank ballistics, armor penetration, and armor impact angle calculation for the tanks' cannon rounds. Does anyone know what type of system of calculations/simulation type the game uses for these variables?

For example, the simplest way of simulating projectiles vs. tank armor in a game is very basic and based solely on two parameters: "health" value of entire tank vs. "damage" value of a projectile (T-34 "Health" = 1000 pts., is impacted by 76mm AP round with 300 pts. of "Damage" would simply be calculated in-game like this: 1000 "Health" - 300 "Damage" = 700 "Health" left)

Or, does the game calculate projectiles vs. tank armor in a more realistic way, like in WarThunder or Steel Beasts Pro? In those games, each projectile has a maximum effective range, has distinct types of penetration e.g. HE, HEAT, or APFSDS (Kinetic Penetrator), with the 3D model of each targeted tank being made up of dozens of different zones of simulated armor, and the impact point and angle of the projectile hitting the tank's armor changes the penetration value using real-world physics equations. I'd prefer it if Steel Division 2 used this far more advanced and realistic method of simulating projectiles vs. tank armor.

Thanks! :)
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testitan Apr 1, 2019 @ 12:53pm 
I do the start. You can complete the missing.

In SD its not hp anymore, but just penetrate, or not.

With the angle, there is a % which of the 4 tank sides (max. 2 from one position, maybe 3 if you shoot from a hill so top armor can get hit, in rare cases maybe) gets hit, so if the angle is diagonal, it has a chance to hit 1 of 2 hitzones, depending on, which is %more shown to the attacker.

there is a % to hit, which starts with the default attacker value, and if first shot doesnt hit, next shot gets added the acc. so 1. shot 45%, if not hit, 2. shot has 90%, if still not hit, it gets 135% to hit, maybe the overhead gets calculated to the 4. shot, which is 45% on after a hit again.
(+ vet and bonuses)

if a unit gets hit, there are different crits, not sure if its dependend of hit zones, and a % if certain crits get toggled.
the next big thing is the range, and the AP value, which remains basicly same as in wargame, so less range, more KE, and also more ACC, making close distance deadly even weak vs heavy tank.

+ there comes the morale value, this is hp thing I think, shattering units, but thats independent of penetration. One question from me would be: Can a unit get scared to death, because there are some crits like vehicle left off passengers, if they get a heavy crit. there are heavy crits and light crits, that also get calculated somehow. (or does passengers left just add to the things that can happen ONLY upon a penetration, so e.g. 3 different causes of death, depending on something; I ask this, I know that a full panic bar does not cause kill crit, but he weapons can also penetrate the tanks to death/toggle crits, even though they are not armor penetration. Would like to know how this works now, as I can also use flamethrowers now to kill tank thanks)

So there are 2 things: either a unit gets panicked to death leaving the vehicle or things like that, keeping the unit on the field but useless unless repaired, or penetration, which is a 'easy' pen or not pen, but the armor value/bullet value gives the projectile a certain % to penetrate, while also doing other kind of damage even if not penetrating, depending on the effect.

Guns that just go even up the armor value with their AP, have a low penetration and maybe also bad accuracy, - which both must hit of course, and it sums up on miss, so its a fair calculatable % and not rng. Usually I calculate it with sending more tanks so more vehilces, more hits. - while guns with much higher AP than target armor, have a much higher pen chance. (still not 100% neccessarily).

This makes units in SD more survivable in general, while it was HP based in wargame, as you all know, where every hit on armor made a repair damage, so that any attack did lower the life chances while in SD, only the crits and the final pen do actually damage the tank, and soft shots do not. not at all anymore.

I dont need to explain HEAT vs KE damage its tutorial of the games, those things are manual stuff.

This is my knowledge, from which is mostly experience /from calc sheets of their older games, and to a part determined by what I assume. and I think its save to assume it must be more or less that way.
If someone has more detail on the exact influences on impact, add it im interested, too.

Last edited by testitan; Apr 1, 2019 @ 1:15pm
RoyalColor Apr 1, 2019 @ 1:43pm 
There are still HP bars, just hidden.

If you take the toughest tank and pound it with mortars, it will blow up eventually.
Thanks, testitan, that was quite helpful and informative!
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Date Posted: Apr 1, 2019 @ 12:35pm
Posts: 3